- procedure Init();
- const
- light_position : array[0..3] of TGLfloat = (-1.0, 1.0, 1.0, 0.0);
- mat_specular : array[0..3] of TGLfloat = (0.1, 0.1, 0.1, 1.0);
- mat_shininess : array[0..0] of TGLfloat = (0.1);
- mat_ambient : array[0..3] of TGLfloat = (0.7, 0.7, 0.7, 0.0);
- mat_diffuse : array[0..3] of TGLfloat = (0.8, 0.8, 0.8, 0.0);
- begin
- kamera := TCamera.Init();
- ding := Tmodel.Create;
- ding.loadfromfile('dreieck.mdl');
- glEnable(GL_TEXTURE_2D);
- glShadeModel(GL_SMOOTH);
- glMaterialfv(GL_FRONT, GL_SPECULAR, @mat_specular[0]);
- glMaterialfv(GL_FRONT, GL_SHININESS, @mat_shininess[0]);
- glMaterialfv(GL_FRONT, GL_AMBIENT, @mat_ambient[0]);
- glMaterialfv(GL_FRONT, GL_DIFFUSE, @mat_diffuse[0]);
- glLightfv(GL_LIGHT0, GL_POSITION, @light_position[0]);
- glEnable(GL_LIGHTING);
- glEnable(GL_COLOR);
- glEnable(GL_LIGHT0);
- glEnable(GL_CULL_FACE);